QoS-Enabled ANFIS Dead Reckoning Algorithm for Distributed Interactive Simulation

Akram Hakiri, Pascal Berthou, T. Gayraud
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引用次数: 8

Abstract

Dead Reckoning mechanisms are usually used to estimate the position of simulated entity in virtual environment. However, this technique often ignores available contextual information that may influence to the state of an entity, sacrificing remote predictive accuracy in favor of low computational complexity. A novel extension of Dead Reckoning is suggested in this paper to increase the network availability and fulfill the required Quality of Service in large scale distributed simulation application. The proposed algorithm is referred to as ANFIS Dead Reckoning, which stands for Adaptive-Network-based Fuzzy Inference Systems Dead Reckoning is based on a fuzzy inference system which is trained by the learning algorithm derived from the neuronal networks and fuzzy inference theory. The proposed mechanism is based on the optimization approach to calculate the error threshold violation in networking games. Our model shows it primary benefits especially in the decision making of the behavior of simulated entities and preserving the consistence of the simulation.
基于qos的分布式交互仿真ANFIS航位推算算法
在虚拟环境中,通常使用航位推算机制来估计仿真实体的位置。然而,这种技术通常忽略了可能影响实体状态的可用上下文信息,牺牲了远程预测的准确性,从而降低了计算复杂度。为了提高网络的可用性,满足大规模分布式仿真应用对服务质量的要求,本文提出了一种新的航位推算扩展方法。所提出的算法被称为ANFIS航位推算,即Adaptive-Network-based Fuzzy Inference Systems航位推算是基于一个模糊推理系统,该系统通过神经网络和模糊推理理论衍生的学习算法进行训练。提出的机制是基于优化方法计算网络游戏中的错误阈值违规。我们的模型显示了它的主要优点,特别是在模拟实体的行为决策和保持模拟的一致性方面。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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